COLLADA import trouble

Hi, I'm trying to load a COLLADA model that I've had a friend export from 3ds max. It doesn't work with the TestColladaLoading class. I've tried to just edit the xml so that the version becomes 1.4.0 but that doesn't resolve my problem. Can anyone tell from the following warnings and following dae file what's wrong?



Version: 1.4.0
2007-02-08 11:29:08 com.jme.util.ErrorManager addError
WARNING: Animation Clips not currently supported
2007-02-08 11:29:09 com.jme.util.ErrorManager addError
WARNING: Bone Bip01-node is not attached to any vertices.
2007-02-08 11:29:09 com.jme.util.ErrorManager addError
WARNING: Bone Bip01_Footsteps-node is not attached to any vertices.
batch: objbody-mesh: Batch 0 old: 6366 new: 1926
batch: objclub-mesh: Batch 0 old: 783 new: 291
batch: objboxhit-mesh: Batch 0 old: 36 new: 24
Version: 1.4.0
2007-02-08 11:29:10 com.jme.util.ErrorManager addError
WARNING: Animation Clips not currently supported
2007-02-08 11:29:11 com.jme.util.ErrorManager addError
WARNING: Bone Bip01-node is not attached to any vertices.
2007-02-08 11:29:11 com.jme.util.ErrorManager addError
WARNING: Bone Bip01_Footsteps-node is not attached to any vertices.
batch: objbody-mesh: Batch 0 old: 6366 new: 1926
batch: objclub-mesh: Batch 0 old: 783 new: 291
batch: objboxhit-mesh: Batch 0 old: 36 new: 24
java.lang.NullPointerException
   at TestColladaLoading.simpleInitGame(TestColladaLoading.java:102)
   at com.jme.app.BaseSimpleGame.initGame(Unknown Source)
   at com.jme.app.BaseGame.start(Unknown Source)
   at TestColladaLoading.main(TestColladaLoading.java:35)
Number of animations: 38
Bip01_Pelvis-node-transform
Bip01_Spine-node-transform
Bip01_Spine1-node-transform
Bip01_Spine2-node-transform
Bip01_Neck-node-transform
Bip01_Footsteps-node-transform
Bip01_Head-node-transform
Bip01_HeadNub-node-transform
Bip01_L_Clavicle-node-transform
Bip01_L_UpperArm-node-transform
Bip01_L_Forearm-node-transform
Bip01_L_Hand-node-transform
Bip01_L_Finger0-node-transform
Bip01_L_Finger01-node-transform
Bip01_L_Finger0Nub-node-transform
Bip01_L_Finger1-node-transform
Bip01_L_Finger11-node-transform
Bip01_L_Finger1Nub-node-transform
Bip01_R_Clavicle-node-transform
Bip01_R_UpperArm-node-transform
Bip01_R_Forearm-node-transform
Bip01_R_Hand-node-transform
Bip01_R_Finger0-node-transform
Bip01_R_Finger01-node-transform
Bip01_R_Finger0Nub-node-transform
Bip01_R_Finger1-node-transform
Bip01_R_Finger11-node-transform
Bip01_R_Finger1Nub-node-transform
Bip01_L_Thigh-node-transform
Bip01_L_Calf-node-transform
Bip01_L_Foot-node-transform
Bip01_L_Toe0-node-transform
Bip01_L_Toe0Nub-node-transform
Bip01_R_Thigh-node-transform
Bip01_R_Calf-node-transform
Bip01_R_Foot-node-transform
Bip01_R_Toe0-node-transform
Bip01_R_Toe0Nub-node-transform

Sorry can't post the COLLADA file but I'll email to anyone willing to look at it :slight_smile:

Hi seems there are animations in your collado file which is not supported as the error out-put stated.

f you want you can send it to me and I have a closer look at which point the loader crashes.

Maybe it is enough if you remov the animations in 3dmax before exporting.



regards Sue

Hi thanks for the reply. I've asked for a copy of the export without animation. If I can't store animation in the COLLADA then how can I get animation into JME? If it still doesn't work without animation it would be very nice of you too look at the file.

I've encountered similar problems exporting Collada from 3DS.  For some reason after you delete the animations it still tries to export some references to the old animations so the only way to fix it for me was to export a single frame and that helped.

Animation Clips are not currently supported, but animations are. I'll add a check for the NPE.

Since I'm a total COLLADA newbie I'll have to ask what the difference between animations and animation clips is?  :?

the animation tag defines the transform keyframes for an animation. A clip defines start times and end times in those animations. So, this allows you to store multiple animations as a single animation tag with the clip defining how to split it up. However, here at work, every animation is kept separate, so we have no need for clip support.

Hi we've worked some more and now we get our graphics displayed but not animated. We get the following warnings:


Version: 1.4.0
2007-02-08 20:41:38 com.jme.util.ErrorManager addError
WARNING: ANGLE not yet supported for animation source.
2007-02-08 20:41:38 com.jme.util.ErrorManager addError
WARNING: Animation source invalid: Bone01-node-rz_Bone01-node_RotZ_ANGLE-output
2007-02-08 20:41:38 com.jme.util.ErrorManager addError
WARNING: ANGLE not yet supported for animation source.
2007-02-08 20:41:38 com.jme.util.ErrorManager addError
WARNING: Animation source invalid: Bone02-node-rz_Bone02-node_RotZ_ANGLE-output
2007-02-08 20:41:38 com.jme.util.ErrorManager addError
WARNING: X not yet supported for animation source.
2007-02-08 20:41:38 com.jme.util.ErrorManager addError
WARNING: Animation source invalid: IK_Chain01-node-translation_IK_Chain01-node_translation-output
2007-02-08 20:41:38 com.jme.util.ErrorManager addError
WARNING: ANGLE not yet supported for animation source.
2007-02-08 20:41:38 com.jme.util.ErrorManager addError
WARNING: Animation source invalid: Bone03-node-rz_Bone03-node_RotZ_ANGLE-output
2007-02-08 20:41:38 com.jme.util.ErrorManager addError
WARNING: ANGLE not yet supported for animation source.
2007-02-08 20:41:38 com.jme.util.ErrorManager addError
WARNING: Animation source invalid: Bone03-node-ry_Bone03-node_RotY_ANGLE-output
2007-02-08 20:41:38 com.jme.util.ErrorManager addError
WARNING: ANGLE not yet supported for animation source.
2007-02-08 20:41:38 com.jme.util.ErrorManager addError
WARNING: Animation source invalid: Bone03-node-rx_Bone03-node_RotX_ANGLE-output
batch: Cylinder01-mesh: Batch 0 old: 540 new: 118



...and some more warnings of the same kind...

And now we got rid of the warnings but the animations are displayed incorrect. Will post again when we have looked a bit more at it.

It seems that our cylinder (that is supposed to follow the movement of two bones) only follows the movement of one bone. That means instead of bending according to the bones it keeps straight and moves according to the first bone only.

I've just used the code from TestColladaLoading with only the string for the collada file changed. Any thoughts or suggestions?

Hi,



I'm encountering exactly the same problem as sthorsen. When trying to load a the provided sample Collada file (i.e. man.dae & man_walk.dae), I get the following warnings :


ATTENTION: Animation source invalid: Biped_Rig_RArmEff_translation_X-anim-output
26 avr. 2007 12:19:32 com.jme.util.ErrorManager addError
ATTENTION: VALUE not yet supported for animation source.
26 avr. 2007 12:19:32 com.jme.util.ErrorManager addError
ATTENTION: X not yet supported for animation source.
26 avr. 2007 12:19:32 com.jme.util.ErrorManager addError
ATTENTION: X not yet supported for animation source.
26 avr. 2007 12:19:32 com.jme.util.ErrorManager addError
ATTENTION: Animation source invalid: Biped_Rig_RArmEff_translation_Y-anim-output
26 avr. 2007 12:19:32 com.jme.util.ErrorManager addError
ATTENTION: VALUE not yet supported for animation source.
26 avr. 2007 12:19:32 com.jme.util.ErrorManager addError
ATTENTION: X not yet supported for animation source.
26 avr. 2007 12:19:32 com.jme.util.ErrorManager addError
ATTENTION: X not yet supported for animation source.
26 avr. 2007 12:19:32 com.jme.util.ErrorManager addError
ATTENTION: Animation source invalid: Biped_Rig_RArmEff_translation_Z-anim-output
26 avr. 2007 12:19:32 com.jme.util.ErrorManager addError
ATTENTION: VALUE not yet supported for animation source.
26 avr. 2007 12:19:32 com.jme.util.ErrorManager addError
ATTENTION: X not yet supported for animation source.
26 avr. 2007 12:19:32 com.jme.util.ErrorManager addError
ATTENTION: X not yet supported for animation source.
26 avr. 2007 12:19:32 com.jme.util.ErrorManager addError



I'm using the latest nightly build of jMonkeyEngine.
Does anyone have an idea of what it may come from ?

Thank you very much in advance.

That doesn't look like man.dae to me. For one thing there is no: Biped_Rig_RArmEff bone in the man.dae or man_walk.dae files. Perhaps, you are loading man.dae and then loading a different animation file?

Hi,



Sorry, in fact the warnings appear when loading a Collada file that I exported from 3ds max. Here is its header:



<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
  <asset>
    <contributor>
      <author>Benoit</author>
      <authoring_tool>Feeling ColladaMax v1.06 with FCollada v1.14.</authoring_tool>
      <comments>ColladaMax Export Options: ExportNormals=1;ExportEPolyAsTriangles=1;ExportXRefs=0;ExportSelected=0;ExportTangents=0;SampleAnim=0;ExportSingleAnim=0;BakeMatrices=0;ExportRelativePaths=1;AnimStart=0;AnimEnd=100;</comments>
    </contributor>
    <created>2007-04-05T19:17:13Z</created>
    <modified>2007-04-05T19:17:19Z</modified>
    <unit meter="0.025400" name="inch"/>
    <up_axis>Z_UP</up_axis>
  </asset>



I don't get the warnings using the sample Collada file.

Does anyone have experience of exporting with Feeling ColladaMax and successfully importing in jMonkey ?

Thanks!

Been awhile since we have looked at the Feeling Soft exporter, but I believe there is an option to Bake Animations. This should pack them into a single transform matrix.

Thanks for the tip!